Lanefan
Victoria Rules
Other than by the thread's entire premise; because if permanent losses (including but not limited to death) are possible then fear of those losses is also possible, and can be a strong motivator.Permanent losses should always be possible. Not necessarily likely, not necessarily unavoidable, but possible. That's one of the ways you create uncertainty. I, at least, have not disputed this at any point in the thread.
The focus then got put on death as the prime example of a permanent loss because in 5e - most people's default these days - there really aren't very many other examples.
Perhaps our philosophies differ on a more basic level.Yes. I said this because, as I've said repeatedly, an irrevocable (and, in particular, random and purposeless, terms I have repeatedly used in this thread) PC death erases a story. That story no longer matters, by definition; the character is dead, and can no longer do anything, can no longer grow or respond in any way. Total stoppage of development, I argue, can be less meaningful than continuing to develop, but never knowing for sure where the development will take you.
I see D&D - and any game involving dice and random numbers - as very much a game of pure luck, where good luck means you do well and bad luck means you don't on both large and small scales. This to me means that hard-loss conditions can be achieved by sheer bad luck; and all the caution in the world can reduce the odds of a bad-luck hard loss but can never quite completely zero them out.
I do this as well. Doesn't always help much...I'm very certain that if my players did something really really dumb, having ignored my "Are you sure you want to do that?"/"Did you actually say that in character?" type questions (which I have explicitly told my players is my tacit warning, "That might have consequences you won't like, are you really really sure?"),
Chess: no, because the rules are hard and fast. No judgment involved, no reason to question them, and nothing to question in any case.Alright. What happens when the limits aren't programmed racetracks, but being a respectful and rational participant in a group activity? If someone asks you to play chess, do you make illegal moves because you're annoyed that only knights can pass through allied pieces, for example? If playing charades, do you decide to start shouting words while it's your go to make gestures, because limits are dumb?
Charades: I can't remember the last time I played it, if ever. Hard and fast rule that I can't speak: fine. Only gestures: fine. Now let's push the limits on what non-verbal gestures are allowed and see what happens (e.g. if I saw the word I was trying to get across in the title of a book on the shelf I'd walk over, pull the book down, and point at the word).
I've taken the liberty of changing the sequence of some of the quoted material below, to put similar points together.
Regarding DM judgment:
We're also all friends, and we communicate respectfully and sometimes very (!) forthrightly, but in the end the DM's word is final.I disagree. Responding to my expressed gesture of respect and positivity, my "I won't take your character away from you for light and transient causes" (a phrase I literally used in the OP) by interpreting that as, "Aha, so I can do literally anything I ever want, and it'll never negatively affect my character's health and wellbeing? SWEET, time to jump in lava!" is pretty clearly munchkin behavior. It isn't necessarily powergaming (you aren't strictly optimizing here), but you ARE, as Wikipedia puts it, behaving "at the expense and disregard of [your] teammates," which includes me, the DM.
That isn't what I said. I said I wouldn't do it for light and transient causes, that I wouldn't engage in random, purposeless permadeath. All of that was in the OP. I even EXPLICITLY said, slightly later in the thread, that if you intentionally do incredibly stupid things, I'll eventually give you what you want. BECAUSE you are blatantly exploiting my generosity (supporting your continued participation and character development) by intentionally doing anything and everything to press the envelop as much as possible. That's disrespectful, frankly, and there's a limit to how much disrespect I'll tolerate from my players. (It's a fair amount, admittedly, since I only run games for friends, but the limit exists.)
So...you somehow DON'T think this is being flagrantly disrespectful and abusive?
In my experience, it doesn't. We come to consensus about what makes sense, because we're friends, who can communicate respectfully and forthrightly with one another. Doesn't your group do the same?
Which in this case means it's ultimately down to the DM to consistently determine what a "light and transient cause" actually is. Sometimes it'll be obvious. It's the borderline cases where the DM runs a high risk of (rightly or wrongly) meeting accusations of favouritism or the opposite should a series of these calls go in favour of or against one particular player, and that's bad news all over.
If instead of DM's ruling you put it to the table for consensus or a vote you're just asking for a session-long argument, and probably giving your louder players a considerable advantage; this is why we have it that the DM's word is final.
Were it me as DM, I wouldn't see it as a failure in the least. They obviously still want to play in your game, though perhaps they've had their fill of that particular storyline (or just aren't playing the type of characters that suit it); and really all they've done is thrown a curveball at you in the expectation that you'll hit it.As mentioned, I have explicitly told my players I would allow them to do this. I have also said that, if they DID decide to leave, I would feel very disappointed both about the decision generally and in myself specifically, because it would be conclusive proof that I had failed them as DM.
So hit it.
Wherever they decide to go, DM that. Wing it if you have to, you can always fill in the gaps during the week. Let their choices drive the game and-or story.
Great!But I would support them and attempt to come up with new adventures nonetheless.
Sometimes the new adventures turn out to be way more interesting than what was originally planned. That, and as it's a simple fact of life that not every adventure or story is going to click - I think we've all seen or done that - all you can do is switch gears and keep going.Being perfectly honest, it might kill the campaign in the long run, simply due to dampened enthusiasm on my part, but I would do my level best to avoid that.
I don't know DW mechanics well at all. Does it support magic item loss or destruction? I've seen players grow more attached to their and-or the party's magic items than to the characters carrying them.I am absolutely okay with level drain (well, it'd have to be translated to work in Dungeon World terms, but still) and DEFINITELY okay with effects that might damage or destroy magic items as consequences for failure. I never, ever said I wouldn't make costs, sometimes painful ones. (In fact, I said almost precisely the opposite, multiple times.) I'm just removing ONE, and ONLY one, of those things from happening unless my player(s) and I agree it makes sense.
To me, that low-grade anxiety or concern around losing is part of any game; be it Monopoly or Risk or Roborally or basketball* or D&D.That sounds perfectly reasonable to me. It's also not what I'm offering. I am explicitly--as I've said since the very first post--offering, "You don't have to suffer anxiety about whether you'll lose your character." I have explicitly and repeatedly talked about how this is about reducing player anxiety and encouraging players to do creative or unusual things. Please, please, please consider that.
As for encouraging creative or unusual things, that's a laudable goal. I simply disagree with this particular method.
One thing I should point out here: experience has taught me the hard way to somewhat discourage players from getting too attached to their characters in general, as in the past I've had players who would take it far too personally if-when anything bad happened to their characters.
* - in basketball there's also the not-quite-as-low grade anxiety around sustaining an actual injury.
Anything that relies on judgment calls is potentially abusable. In some cases that potential for abuse is much higher than others and in those cases I'd prefer to get it flagged and dealt with before it causes headaches rather than after. In this particular example, where dealing with it is as easy as just saying let the dice fall where they may, it seems a little odd to me not to just do this and move on.So, anything that depends on being respectful toward your friends and their shared interests is abusable?
Not at all.Good Lord, you must live in a terribly depressing world.